Search found 13 matches

by rxmarcus
Thu Mar 28, 2019 9:33 pm
Forum: Amplify Shader Editor
Topic: Faded mesh edge shader
Replies: 1
Views: 4029

Faded mesh edge shader

I'm working in AR and as such, I want to create little patches of dirt on a plane that can blend with the users "real world". I simply want to have a plane shaped mesh as shown in the screenshots and have the edges be faded or feathered to transparency.

Current
https://drive.google.com/uc?export ...
by rxmarcus
Mon Feb 04, 2019 10:24 pm
Forum: General Discussion
Topic: Inner Mesh transparency Shader
Replies: 1
Views: 36908

Inner Mesh transparency Shader

I'm looking for some direction on how I could construct an Amplify shader that renders a texture on the outside edges of a flat plane mesh, and fades to transparency towards the middle, regardless of the mesh shape.

I know that the Fresnel effect is often used to create a Rim or Outline effect, but ...
by rxmarcus
Tue Dec 11, 2018 7:28 pm
Forum: Amplify Shader Editor
Topic: Graph Not Saving Changes!
Replies: 8
Views: 10801

Re: Graph Not Saving Changes!

Ah ok. Does that mean it's not possible to achieve an outline effect with the SRP and amplify at this time? Or is it just the Outline node that is currently not working? In other words, could I construct an outline effect using a combination of other nodes?
by rxmarcus
Tue Dec 11, 2018 7:20 pm
Forum: Amplify Shader Editor
Topic: Graph Not Saving Changes!
Replies: 8
Views: 10801

Re: Graph Not Saving Changes!

Just testing now, I notice the error happens when I have the Outline node connected to "Vertex Offset" and then attempt to save, otherwise it saves fine....
by rxmarcus
Tue Dec 11, 2018 7:18 pm
Forum: Amplify Shader Editor
Topic: Graph Not Saving Changes!
Replies: 8
Views: 10801

Re: Graph Not Saving Changes!

I fully deleted the ASE folder, restarted Unity, reimported ASE and imported the LWSRPTemplates (Legacy), without an errors.

I still get the error when trying to save a shader graph like I showed above.
by rxmarcus
Tue Dec 11, 2018 6:46 pm
Forum: Amplify Shader Editor
Topic: Graph Not Saving Changes!
Replies: 8
Views: 10801

Re: Graph Not Saving Changes!

Ah yes I do, sorry I didn't notice previously. Here is what I get upon saving.


NullReferenceException: Object reference not set to an instance of an object
AmplifyShaderEditor.OutlineNode.PropagateNodeData (NodeData nodeData, AmplifyShaderEditor.MasterNodeDataCollector& dataCollector) (at Assets ...
by rxmarcus
Tue Dec 11, 2018 5:21 pm
Forum: Amplify Shader Editor
Topic: Graph Not Saving Changes!
Replies: 8
Views: 10801

Graph Not Saving Changes!

I'm using Unity 2018.2.3f1 and ASE 1.6.1

I'm converting my project over to use the LWRP.
When I'm editing or creating a new shader under the LWRP PBR template, after I make changes on my graph and save, nothing seems to occur visually in the editor scene with the material to which the shader is ...
by rxmarcus
Mon Aug 06, 2018 10:55 pm
Forum: Amplify Shader Editor
Topic: Outline shader for Particle Effects
Replies: 3
Views: 3655

Re: Outline shader for Particle Effects

Ah darn.

The reason I want to do it shader side is that when particles overlap, I want the outline to surround the entire group of particles and not have the outlines on each individual particle breaking up the effect. (If that makes sense)

Does amplify not support writing shaders that are ...
by rxmarcus
Sun Aug 05, 2018 2:23 am
Forum: Amplify Shader Editor
Topic: Outline shader for Particle Effects
Replies: 3
Views: 3655

Outline shader for Particle Effects

I've noticed that ASE has a simple option that you can check to add an outline to the shader, but it doesn't appear to work when I apply the material / shader to a particle system. (Is there something unique or different about writing shaders for the particle system?)

Anyways, I also am trying to ...
by rxmarcus
Fri Feb 23, 2018 8:32 pm
Forum: Amplify Shader Editor
Topic: Simple Transparency Shader
Replies: 6
Views: 20935

Re: Simple Transparency Shader

Changing the blend mode to Transparent does make it appear transparent rather than black, but then the Render queue is wacky because I want it to use a render queue of Geometry. If I have a 3d model that I use this shader on, then the models appendages render out of order and it looks wrong... :/